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Knight Enchanter Support Thread


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#201
Lieutenant Kurin

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Woah now, why would RM have Firestorm? If anything, Rift Mage seems like the old Entropy with a new flavour.

Nope, many offensive spells from old builds just migrated to RM. Firestorm and Stonefist are Rift Mage only now.



#202
Gtdef

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It's not so bad for a console gamer who is basically just playing it as an action RPG, but on point & click on PC the whole specialization winds up to be either broken or a pain in the ass to use.

 

Even for consoles I think it would make more sense to have different buttons for ranged and melee. I'm not sure exactly how targeting works in consoles, but I think a proximity check will be buggy as hell.

 

My money is on being a toggle. Activated will make your character melee, deactivated will make him ranged.


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#203
Bayonet Hipshot

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DAMMIT !

 

Here I am sitting with my Tempest rogue pretty much all sorted out and in comes Patrick Weekes telling that we can essentially be Gandalf with the Knight Enchanter....

 

Now I am back at the starting point of "Which class and spec should I go for ?" Mage Knight Enchanter or Double Dagger Tempest Rogue ? Them choices....


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#204
Klavi

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Solas has Firestorm in the middle of his Rift Mage tree.

It can't be JUST Firestorm. I mean, what about that one last spell in the Inferno tree?

Though I agree that it looks like a storm of something. 



#205
In Exile

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Even for consoles I think it would make more sense to have different buttons for ranged and melee. I'm not sure exactly how targeting works in consoles, but I think a proximity check will be buggy as hell.

 

My money is on being a toggle. Activated will make your character melee, deactivated will make him ranged.

A toggle makes a lot of sense. If not, I'll just pop out my 360 controller and play on an easier difficulty and just hack & slash. 

 

I actually like the fact that DAI lets me switch between interfaces, at least if the KBM plays like DA2 with a better camera. 



#206
Icy Magebane

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It can't be JUST Firestorm. I mean, what about that one last spell in the Inferno tree?

Though I agree that it looks like a storm of something. 

They changed the shape of the Inferno tree and moved that spell to Rift Mage.  You can see the latest trees in the OP of this thread:  http://forum.bioware...trees-in-depth/


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#207
themageguy

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DAMMIT !

Here I am sitting with my Tempest rogue pretty much all sorted out and in comes Patrick Weekes telling that we can essentially be Gandalf with the Knight Enchanter....

Now I am back at the starting point of "Which class and spec should I go for ?" Mage Knight Enchanter or Double Dagger Tempest Rogue ? Them choices....


Do both? Flip a coin best out of three to decide your first play through.

I plan on making a dwarven tempest in the future

#208
Icy Magebane

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You know, now that I think about it, this Spirit Blade would have to be pretty darn strong to justify costing mana per second while it's active... if it isn't incredibly powerful, then it should probably be free to activate and sustain, with no cooldown.


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#209
The Elder King

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How dangerous archers are depends on how quickly you can close the gap. Good melee defence makes it less dangerous to break the line and charge the archers.

Yes, but archers won't be stuck in a place. They seem to move everytime you try to close the gap. And there might be multiple ones.
Anyway, there might be situations when you're not able to go after them quickly, and there's still mages which are included on ranged defence bonus. And the KE tree might provide enough melee defence.
I'm not saying an elven KE will be better then a qunari KE, just that to me it's worth to try if :).

#210
In Exile

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Yes, but archers won't be stuck in a place. They seem to move everytime you try to close the gap. And there might be multiple ones.
Anyway, there might be situations when you're not able to go after them quickly, and there's still mages which are included on ranged defence bonus. And the KE tree might provide enough melee defence.
I'm not saying an elven KE will be better then a qunari KE, just that to me it's worth to try if :).

 

I'm not saying a Qunari KE is the superior power-gaming choice, just that archers alone have varying threat levels depending on positioning, distance, etc. And most of all CC. I think explosive burst CC is the most effective counter to archers. 

 

Which funny enough you'd likely have access to as a mage to start with. :P 


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#211
Bayonet Hipshot

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You know, now that I think about it, this Spirit Blade would have to be pretty darn strong to justify costing mana per second while it's active... if it isn't incredibly powerful, then it should probably be free to activate and sustain, with no cooldown.

 

Spirit Blade seems to be very much like Bound Sword from Elder Scrolls. Most likely it will start out with decent damage which can then be upgraded to do more damage or be more utilitarian.

 

I mean the Bound Sword in Elder Scrolls can be upgraded to do more damage, to banish Daedra, to Turn Undead and to cast an automatic Soul Trap on a target.

 

So in all likelihood, we will see something like this for the Spirit Blade. Perhaps it can be upgraded to do more damage or be upgraded to effect Fade beings more or to drain health/mana from target or what have you. 


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#212
Icy Magebane

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Spirit Blade seems to be very much like Bound Sword from Elder Scrolls. Most likely it will start out with decent damage which can then be upgraded to do more damage or be more utilitarian.

 

I mean the Bound Sword in Elder Scrolls can be upgraded to do more damage, to banish Daedra, to Turn Undead and to cast an automatic Soul Trap on a target.

 

So in all likelihood, we will see something like this for the Spirit Blade. Perhaps it can be upgraded to do more damage or be upgraded to effect Fade beings more or to drain health/mana from target or what have you. 

Yeah, but how useful is any of that if you have to spend mana every second that it's out?  Even worse, if there's a long cooldown when you toggle it off?



#213
Mystranna Kelteel

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Necromancer is a summoner, the normal Mage doesn't summon.

Knight Enchanter goes Melee.

P.S. And you can go Gandalf Style! I mean, it doesn't get much more epic than that :P

 

So let's look at necromancer as a counter example.  A normal mage doesn't summon; agreed.  But a necromancer will not be summoning constantly.  I sincerely doubt you'll be able to have a perma-summoned corpse buddy in combat, for instance.  Odds are you will be able to summon something once, maybe twice per typical encounter and they will stick around for a little bit, then either be killed or fade away once their time is up. 

 

Otherwise you're still just a regular mage casting spells from your regular trees and shooting people with your staff, occasionally dipping into your necromancy summons when you're able.  And I believe all the other specs work like this too.  An Artificer will occasionally deploy special traps; a templar will occasionally use silence skills to counter mages; and a Knight Enchanter will occasionally use a Spirit Sword to excel at melee combat until she goes back to being a regular mage between skill cooldowns.

 

Gandalf style all the time is much better than Gandalf style in brief bursts [imo].  It's a cool specialization concept regardless; I just won't want to use it personally if it doesn't set itself apart from the regular mage per my standards.  That's all. ;)


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#214
Klavi

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They changed the shape of the Inferno tree and moved that spell to Rift Mage.  You can see the latest trees in the OP of this thread:  http://forum.bioware...trees-in-depth/

Thanks for the link. For someone who hasn't been keeping up with all of the updates (spoilers and all), Rift Mage being just an offensive spell dump doesn't make a whole lot of sense. I guess Necromancer got the Sleep spell then, along with Walking Bomb and some summoning.



#215
In Exile

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Yeah, but how useful is any of that if you have to spend mana every second that it's out?  Even worse, if there's a long cooldown when you toggle it off?

 

If it's very good at burst damage against single targets, then, pretty useful. 



#216
Icy Magebane

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Thanks for the link. For someone who hasn't been keeping up with all of the updates (spoilers and all), Rift Mage being just an offensive spell dump doesn't make a whole lot of sense. I guess Necromancer got the Sleep spell then, along with Walking Bomb and some summoning.

Maybe... tbh I think Sleep is going to be limited to the rogue's Knockout Powder, but I could be wrong.

 

If it's very good at burst damage against single targets, then, pretty useful. 

If it's really powerful, then I'm fine with restrictions.  If not, then it doesn't sound like it would be worthwhile...

 

edit:  Let me also add that I'd be in favor of some "power slash" type attacks so long as they are Detonators... if I can shatter frozen enemies easily, then I'm not going to be terribly worried about the way auto-attacks are handled.


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#217
The Elder King

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Maybe... tbh I think Sleep is going to be limited to the rogue's Knockout Powder, but I could be wrong.


I think so as well.

#218
Klavi

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Maybe... tbh I think Sleep is going to be limited to the rogue's Knockout Powder, but I could be wrong.

Could be. Could be just a usable item available for everyone, to not waste an ability slot.



#219
The Elder King

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Patrick said on twitter that Spirit Blade Is an ability, not a sustained mode.

#220
Mr.Hmm

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Gandalf style is the best out of all there :)



#221
Hellion Rex

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Maybe... tbh I think Sleep is going to be limited to the rogue's Knockout Powder, but I could be wrong.

Maybe. Though Necromancy might carry some entropy powers that have sleep as side effect.



#222
Icy Magebane

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Could be. Could be just a usable item available for everyone, to not waste an ability slot.

Well, KO Powder is a Subterfuge skill... a really powerful one since it may be an "incapacitation" ability (meaning, you can combo a sleeping enemy).  There is also a rogue passive that gives an auto-critical hit against sleeping foes... I'm thinking blow dust into some poor fellow's face, then run around behind him and use Twin Fangs.  xD

 

Maybe. Though Necromancy might carry some entropy powers that have sleep as side effect.

That is indeed possible...  this seems to be the only "incapacitation" effect that rogues have, however, so it might be an exclusive.


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#223
Joe-Poe

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Patrick said on twitter that Spirit Blade Is an ability, not a sustained mode.

So is that passive as in always active/in your hand or an activate ability as in click to activate and wait for cooldown.... :huh:



#224
The Elder King

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So is that passive as in always active/in your hand or an activate ability as in click to activate and wait for cooldown.... :huh:


Active, I think.

#225
Hrungr

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User

Does Spirit Blade change the auto-attacks of a mage to melee? Like... a sustained mode? Or is it an abilty?

 

Patrick Weekes @PatrickWeekes

Ability. You will see.


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